Submissions by Chris.Mills tagged fantasy

Spell Caster is an isometric fantasy game in which the player takes on the role of a wandering mage, learning new spells and using them to solve puzzles and defeat enemies. The background is that the player is on the search for a long lost artifact that could boost their powers immensely and unlock a lot of the mysteries of the world. The player will be able to choose from several characters, each of which focus in a different school of magic e.g. destructive, healing, telekinesis and illusion. Spell Caster can be played solo but is best played as a co-operative game so players can utilize as much of the spells to solve puzzles and fights as easily possible.

There is no mana or magic bar to determine how many spells can be cast, the speed of the players typing and their accuracy when typing are the only factor in whether or not a spell gets cast. Spells are learn one of several ways, by encountering them in spell tomes out in the wilderness, learning them as the player levels or by typing in random words that the player thinks will be a potential spell.

In order to cast a known spell, the player must click on their target and type the name of the spell on the keyboard. Some spells will not require targets and radiate in an area of effect from the character damaging, healing or moving everything within the radius.

There will be a long list of spells to choose from, each with a different effect from the last and it is up to the player how they approach each problem. The character the player chooses determines how effective their chosen school is in all aspects. For example, a player who chooses the destructive mage will have increased damage and impact force on all of the destructive spells.

The schools will each have different uses in different situations: destruction is focused on combat and moving some objects, healing is to heal/buff players and NPC's, telekinesis is focused solely on moving and manipulating objects and has some combat use while illusion is a useful all-rounder, although it doesn't cause damage it allows players to create objects and confuse enemies. There is the potential to improve the amount of schools to allow further flexibility of game play.

Players will also travel through towns and meet NPC's who will attempt to enlist the players in side quests or give information as to the potential whereabouts of the artifact they seek and may provide spells that the characters cannot learn normal means.

Image Attribution: images retrieved (1 September 2015) from http://www.destructoid.com/elephant//ul/27886-ystt-02.jpg and from http://cache.gawkerassets.com/assets/images/9/2011/02/magicka2.jpg

For countless years the Giants and Humans of the realms have lived in peace, forged long ago after a bloody war saw both sides staring bleakly in the face of extinction. Giant and Human have kept a large distance between one another, one never fully trusting the other, but every now and again one will wander into the realm of the other and most often be greeted with awe and wonder rather than hostility and mistrust. So long has it been since the war that it has faded into myth along with old hatreds and disdain. However, not all have forgotten and some even seek to incite tension and hostilities between the two. This well-hidden organisation has been working behind the scenes for several years, working their way into places of power in order to manipulate and control, they want nothing more than to be rid of the Giants once and for all, believing hat it is only a matter of time before the Giants come to crush all humanity and finish what they started all those years ago. They believe that the Humans should strike first. It is at this time when the player is introduced to their character, Erik Feidris.

Erik Faedris is a noble born son of house Faedris and captain of the Royal Guard. The player starts out getting used to the controls and combat mechanics in a non-intrusive or play-breaking manner. For example, the player roams the castle and interacts with the Royal Armorer to retrieve his equipment, this teaches the player how the inventory system works interactively. The player will also participate in training battles with new recruits to learn the combat mechanics in a safe, non-pressured environment. A key mechanic in the game is the preservation and care for the player's equipment which will be learnt after the training session; having acquired a few nicks on sword or armour or both, the player then returns to the armorer and gets the required equipment to repair any dents in their armour or blunted edges on their sword. After these training stages are completed the player is introduced into the plot and meets their first Giant.

This Giant is peaceful enough at first appearance, but Erik notices the odd glower and hate filled glance and proceeds to follow. The Giant approaches the Royal Gates as an emissary from the Giant lands and seeks and audience with the King. The Giant is told to return in the morning and the King will meet with him then. The Giant nods and walks away. Erik is confused by the Giants odd behaviour, but dismisses as misconceived and returns to his chambers. In the morning he awakens to screams and angry shouts. Erik snatches his sword from its holster and enquires a nearby guard as to what's happening and is told that a Giant posing as an ambassador has killed the King and has escaped. As a result, Erik is dispatched alongside others to hunt down the Giant and bring the King's Justice to him.

Along the way the player will encounter many NPC's who further the story, give side quests, allow for trading and will discover the truth behind the murder and decide whether or not to pursue the Giant or pursue the secret organisation. Both will have unique plot lines with either a new war being struck between Humans and Giants and the player taking a pivotal role in that or begin a shadow hunt for an elusive organisation.

The game will remain the same each play through up until the point where the player makes that game changing decision. From then on the choices the player makes determines Erik's personality, which in turn determines Erik's interrogation tactics and disposition toward others in general and other NPC's reactions to Erik as he passes by. The way the player goes about gaining information impacts game-play (word spreads quickly of a noble's deeds in the game). For example, an aggressive and short tempered Erik will gain results quickly, but will be met with suspicion and higher prices for trading whereas a level headed and patient Erik will preserve friendships and trust, but be more likely to let information slip rather than risk tarnishing his honour as a noble.

A few Giant facts in Erik the Giant Slayer:

Giants are not towering twenty to thirty foot creatures as commonly held in legend, but closer to ten or twelve feet, larger and more powerful than Humans, yes, but not undefeatable by the average Human either as proved in the Ancient War.

Giants do not reach child bearing age until at least four times that of the average human, resulting in their far fewer numbers. They are, however, much longer lived. The average Giant lives to around three hundred years of age.

Giants tend to be peaceful, and the reason for the Ancient War has long been forgotten. Many speculate that it was the Old Kings brother who grew jealous for the throne and provoked the Giants into war.

Giants vary in appearance as much as Humans do, which leads to much speculation as to a common ancestry.

Key Features:

-An intense story line with several, key plot twists.

-The player can decide how they gather information: quickly and brutally, or slowly and methodically.

-A unique combat system that mixes skill and reliability of known tactics to defeat an opponent.

-Caring for your equipment is crucial: an ill-kept piece of equipment is likely to fail in your most dire need of it. Maintain your equipment.

-Unique interactions between player and NPC mid to late game based on interrogation tactics.

-A rich world in which the player can explore its history entirely of their own volition. Exploring the culture and history of the game is not essential, but it may allow insight into interrogation tactics and how the people in game may react in certain situations.

Image Atrribution:

The Secret Society (G5 Games, 2015) image retrieved (10 August 2015) from http://www.g5e.com/images/game/item_banner_image/22e90e8c8816cd53c79729aab495a315.jpg

Skyrim (Bethesda Softworks, 2011) image retrieved (10 Augsut 2015) from http://blogs-images.forbes.com/insertcoin/files/2015/04/skyrim-mod21.jpg